The SuperTeam: An Ongoing Concept Suggestion Guide
Team Name: Team Trinity
The Backstory: A team of 2 Fire/Kin Controllers, 2 Sonic/Sonic Defenders, and 2 Forcefield/Energy team up. They needed two more people, and decided to pick up a Peacebringer and a Warshade.
The Team: 2 Fire/Rad Controllers- for control/speed/damage increase/control protection for Shade and PB
2 Sonic/Sonic Defenders- for the damage resistance bonus/damage increase from -resistance/damage increase for Shade/Damage Resistance from PB
2 Forcefield/Energy Defenders- Damage Dealers/defense increasers/damage increase for Shade/damage resistance increase for PB
Human/Dwarf Warshade- Secondary controller/Damage Dealer/transporter/secondary tank
Human form Peacebringer- Secondary Damage Dealer/Tank/Team Healer
Concept: Make a team that maximizes the potential for Warshades and Peacebringers in Human Form.
Costumes and Names: Names should be Greek. Costumes should be primarily gold, with some blue, and will use the new Greek letter (corresponding with name choice) Veteran reward.
Go Team Trinity!
TW/Elec Optimization
I hit 50 last night with the Tanker from my Tanker SuperTeam a couple posts up (after a little over 2 months of playing). The other Tankers are close behind. That means it's time for a NEW SuperTeam. I'm starting a SuperTeam composed of all Fire/Rad Controllers. The official thread is HERE, but I'll make the usual entry here...
Name: All Fire/Rad Controller SuperTeam (not very original)
Shard: Freedom
Overall Theme: AoE Control and Damage
Backstory: none
Group Make-up: All Fire/Rad Controllers, with Accelerate Metabolism (AM), Hot Feet, Flashfires, Choking Cloud
Combat Strategy and Power Combinations: Stack buffs, control the enemy, burn them down. Use 8 stacked AM from level 4 on for a massive damage, END Recovery, status resistance, and movement buff. Use 8 stacked Hot Feet (PBAoE damage aura) to do most of the damage from level 8 on. Alternate Flashfires (AoE Disorient) from 12 on to control the enemy, or Team Teleport with everyone running Choking Cloud (PBAoE hold toggle) from level 28 on. Sprinkle with Radiation Infection, Enervating Field, and a whole lot of Assault and Tactics from the Leadership pool. And don't forget the Imps. Avoid enclosed spaces.
Costume, Names, and Other Design Issues: None
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Hmmm...
Rad is my specialty.
I've never done fire.
I might just have to roll me one muhahahahaha.
I'll do you one better Combat:
Name: The Dustbunny Brigade!
Shard: CoH
Overall Theme: Use your PBAoE powers to throw out so many small numbers it's not even funny.
Group Makeup: 8 Spines/DA Scrappers. That's it! That's all you need.
Backstory: From the hidden and dangerous realms beneath your bed come 8 dedicated warriors who will free mankind from the evil of VACUME MAN!!!
Stratagy and Powers: Take all your PBAoE Toggles, turn them on as a group. Walk into the center of any group of mobs in any danger zone. Use only aoe powers to set the streets alight with tiny orange numbers.
Costumes and Powres: All Dustbunnies are to be minimum sized (i.e. short) heroes. Take Huge, Heavy body frames. Dustbunnies don't wear shirts! All colors should be black, grey, or brown. Some green is allowed (eeewww, how long has that been under there?) Dustbunnies should wear as much patchwork as possible. All dustbunnies have antennae and bug eyes. All Dustbunnies have jet black or dark brown skin. The darker the shades the better. Tribal tatoos or similar markings can be done in white to offset and add contrast. All dustbunnies have wild and crazy hair do's. Dustbunnies must only be of the Natural or Magic origins. Tech and Mutant doesn't make sense. Science may be allowed if there is alot of green on the costume.
Names must all be similiar. Follow the examples below:
Dustbunny Bob
Dustbunny Joe
Dustbunny Jane
Dustbunny Jeff
Dustbunny Bill
Dustbunny Mike
Dustbunny Sam
Dustbunny Paul
Dustbunny Zaphod
ect...
Let the hillarity commence.
(I did a duo of this, we made it to lvl 14 in about 2 hours, 20 took another 2. It was sick. People laughed and applauded when we'd walk near. I've always wanted to find 75 people to fill a SG with all Dustbunnies on Justice. Not only would it be funny, but I'm willing to bet we'd make it to 50 in just 3 weeks or so if we played 8-10 hours a day)
What server are you going to be having the Dustbunny Brigade on? What times are you thinking of playing?
Edit: I would be interested in this superteam, I just need some of the details. Thanks!
March Rain
Team: Team Lawnmower
Shard: CoH
Overall Theme: This is difficult to say, as I think it simply excells at everything. I call it "Team Lawmower" because the team absolutely mows through all enemies with ease. Groups of +4s* are, quite frankly, too easy and several of the teammates will only manage to use 2 or 3 powers before everything is dead. Groups of +5s* represent virtually no risk and go down very quickly. Groups of +6s* are doable with still little risk, however due to the very large penalty by now they simply aren't as efficient for xp/hr as the +5s.
*Obviously the most you can get from your missions is +3s, therefore at least one person must be higher than the average level of the team.
Backstory: Unlike most of the teams posted here, this is not a concept I dreamed up, it's actually the team I play with every day. When we invite random players to fill the team out, it's fairly often they tell us it's the best team they've ever been on. The actual makeup of the team tends to vary a little, but below is listed what I believe to be the perfect combination.
Group Makeup:
2 Fire/Kin Controllers. The Fire Control represents a huge part of your offense after they get the imps, and Kinetics obviously gives you Speed Boost and Fulcrum Shift. There are two of these rather than one Fire/Kin and one Fire/something else for the 2 SBs more than anything else.
1 Stone/Ice Tanker. I weep for the person who has to play this, I certainly wouldn't want to do it. But it's here to serve a purpose, to take aggro, and this is the build I think is best at that. Obviously Granite Armor is very nice, but most of the time it isn't needed. Jump on in with Mud Pots and Frozen Aura, and throw down an Ice Patch. The damage threat of the group you're attacking is all but gone.
1 Empathy Defender. I didn't even list a secondary because I don't think it matters. My feeling is that this character should NEVER attack. That would merely spend endurance, risk getting aggro, and risk delaying a critical heal for damage that isn't really significant in comparison to team damage output. This winds up being another rather boring job, as heals are not needed most of the time. In normal circumstances, they mostly only contribute with Fortitude, Leadership, and the occasional Adrenaline Boost. However, I am a big believer in fault tolerance. Things WILL go wrong on occasion. You might accidentally pull 2 or 3 groups, or not see an AV, or perhaps the enemies were too spread out and the Tanker missed some of the aggro. Whatever the reason, this character is here to heal and possibly hit Vengeance and rez.
1 Fire/Rad. More Hotfeet and imps, with some Accelerate Metabolism mixed in there. The debuff toggles are nice, but most of the time this team kills too fast for them to be as useful as they normally are. However they are essential when taking down an AV or GM.
1 Fire Blaster. The secondary is unimportant to this team, so that's up in the air. The important contribution is the aoe damage, plus Inferno in the event your team aggros multiple groups. Also, you are needed to pick off strays and help bring down bosses when everything else is dead.
1 FF Defender. Everyone loves bubbles, and the Dispersion bubble provides most of the mez protection for your team. Most secondaries are fine, although you should steer clear of Energy for the knockback, and Dark because the DoT will never get the chance to run its course.
1 MA/SR Scrapper. This is here for one reason: boss killing. Without this, all the minions and leuts will be dead and you will be stuck spending a lot of time finishing off the bosses. This guy should attack only bosses, everything else should be dead before those are finished off.
Combat Strategy and Power Combinations: The Tanker jumps right into the group with Mudpots going, hits a taunt and lays down an Ice Patch. The Fire Controllers are right behind with Hotfeet and imps in tow, hitting Flashfire and Fire Cages (one of the Fire Controllers should reverse the order on those two and hit Fire Cages first). The Scrapper goes right after a boss, and the Fire Blaster starts with the aoe. The FF Defender keeps everyone bubbled and doesn't mess with anything that the Tanker hasn't messed with first. The Empathy Defender makes sure to keep Fortitude on the Tanker, Scrapper, and Blaster (shouldn't be hard with 2 SBs) but mostly twiddles his thumbs.
I highly recommend putting 2 Accuracy SOs in each power rather than 1. You will be fighting stuff far enough above your level that this will make quite a difference, especially if they have any extra defense.
Alternative Suggestions: This team has a great amount of flexibility. Any Tanker will be fine, as well as any Scrapper. Given the massive amount of disorient and slow, plus how fast the team kills, you could easily forgo either of the Defenders, possibly both depending on what you bring instead. I'd say having at least two Fire Controllers is key, although only one of them really needs to have Kinetics. The Fire Blaster can be replaced with a Spines Scrapper, and an extra one of these is always welcome.
The one powerset that came closest to making the cut was Sonic, for the buffs, the aoe buff (virtually identical to dispersion bubble), and especially the aoe resistance debuff toggle you can stick on the Tanker.
Really, you can bring along pretty much anything as long as you keep a core of Tanker and Fire/Kin Controllers, and it won't slow you down too much. But avoid anything with knockback, it will only cause problems.
Name: Team Invince
Shard: CoH
Overall Theme: Design a team of eight to run missions from L1 to 50 against the highest possible foes.
Group Makeup: Really, there's any number of solutions, but here's what we used...
Invuln/SS Tanker
Dark/Dark Scrapper
Emp/Dark Defender
Kin/Rad Defender
Ice/Rad Controller
Earth/Son Controller
Fire/Eng Blaster
Ice/Ice Blaster
Combat Strategy and Power Combinations:
Invuln and DA defense sets complement each other. Sonic buffs their resist to near cap levels. Controllers focus heavily on secondary sets until aoe control available. Rad blasts slotted to add damage and some debuff. Dark blasts slotted for control and heavy debuff. Top off with single target and aoe-focused blasters.
Alternative Suggestions: Same premise can be used villain-side.
We started this team about seven months ago. Playing just two to three times per week, we finished at L50 last night. The whole time, I was unaware of this thread. Thanks to Arcas for bringing it to my attention. Its cool to see other people coming up with creative ways to enjoy the game. If so inclined, check out the url for our full story.
Team: Team Mastermind
Concept: Create an all Mastermind Superteam.
Team Selection: 8 Thugs/Traps
This set would give tanker like powers with 24 Assualts, Maneuvers, and Tactics from the pets and the team, and 8 FF Gens floating around, and BodyGuard. The sets would have tons of +regen and defense, and -Tohitbuffs. With Poison Trap and Acid Mortar, Archvillains will be easy. With the amount of AoE Damage we will be dealing, and the abiltity to laugh at the damage taken, this team would easily make a very effective Superteam.
TW/Elec Optimization
Name: The Gunslingers
Shard: CoV
Overview: A group of Malta Gunslingers go their own way from the rest of the Malta group to make a name for themselves.
I've always thought that the Malta Gunslingers were cool to watch (and tough to fight), and wanted to have a hero like that. Well, we don't have that option (yet) on the heroes side, but we can simulate it with the villains. Petless Masterminds using the thug and traps powerset can do this. And, it shouldn't be too hard to make a gunslinger-style outfit using pictures for reference:
http://coh.warcry.com/scripts/images...81&site=36
High points:
- pistol wielders
- lots of 'gadgets'
- group buffs via heals and defense and mez protection
- high damage resistance
Powersets:
Thugs/Traps
From the thugs category:
- Pistols
- Dual Wield
- Empty Clips
(skip the rest, those are the thug pets, gunslingers don't need no stinkin' thugs to help!)
From the secondary:
- all but Detonator (since that is for the pets)
Powerpools
----------
Travel: I'd go with leaping here for the eventual acrobatics knockback protection. Gunslingers in the game use teleport. It's a matter of personal preference
Fitness:
Gotta have stamina, so take hurdle or swift (Hurdle if using superjump) and health
Leadership:
- Assault (added damage, times 8 teammates = 63% increase)
- Tactics (nearly 94% increase in accuracy when all 8 have it and fully slotted)
- Vengeance - gunslingers have a code of honor and when a teammate falls, it's up to them to dispense vigilante justice! - 41% accuracy increase, plus ~20% defense increase
Fighting:
- Boxing or Kick, with kick you have knockback, with boxing you have disorient, either of which will be pumped up if you invoke vengeance. Boxing may give you more time to fight without reprisal if you slot for disorient duration
- Tough - 21% smashing and lethal damage resistance (fully slotted)
- Weave - 7% more defense (fully slotted) on top of the 14% fully slotted defense from the forcefield gen (which is also a mez protection)... not sure if you can run multiple ff gens at once but if so, then 8 times that too, or stagger them out so they last longer, 4 at a time maybe?
Patron Pool:
Black Scorpion - Mace mastery
The only thing that really fit the motif was the shield, which if fully slotted, would be a 20% resistance and 17.5% defense boost.
Tactics, go in, guns a'blazing! drop mortars and trip mines at corners and do the classic pull technique. Drop ff gens just before a fight. This increases defense and is a mez protection. Set triage beacon to heal if things go bad. Open with the cone attack (empty clips).
Seeker drone doesn't really fit the motif, so that might be swappable for something else.
The one bad thing about this petless build is that the inherent Supremacy power isn't used, due to having no pets.
Sample build:
Name: Gunslinger
Level: 50
Archetype: Mastermind
Primary: Thugs
Secondary: Traps
---------------------------------------------
01) --> Pistols==> Dmg(1) Dmg(3) Acc(11) Dmg(37)
01) --> Web Grenade==> Acc(1) Immob(5) Range(17)
02) --> Dual Wield==> Dmg(2) Dmg(3)Dmg(37) Rechg(46)
04) --> Caltrops==> Slow(4) Dmg(5) Range(33) Rechg(39)
06) --> Triage Beacon==> Heal(6) Heal(7) Heal(7) Rechg(9)
08) --> Empty Clips==> Dmg(8) Dmg(9) Acc(13) KB_Dist(36) Range(40) Rechg(48)
10) --> Assault==> EndRdx(10) EndRdx(11) EndRdx(34)
12) --> Combat Jumping==> DefBuf(12) DefBuf(13) DefBuf(34) EndRdx(46)
14) --> Super Jump==> Jump(14) Jump(15) Jump(15) EndRdx(46)
16) --> Hurdle==> Jump(16) Jump(17) Jump(37)
18) --> Health==> Heal(18) Heal(19) Heal(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Acrobatics==> EndRdx(22) EndRdx(23) EndRdx(23)
24) --> Force Field Generator==> DefBuf(24) DefBuf(25) DefBuf(25) Rechg(27) EndRdx(40)
26) --> Tactics==> TH_Buf(26) TH_Buf(27) TH_Buf(29) EndRdx(29)
28) --> Seeker Drones==> Dmg(28) Dmg(31) Acc(31) Rechg(34)
30) --> Boxing==> DisDur(30) Dmg(31)
32) --> Tough==> DmgRes(32) DmgRes(33) DmgRes(33) EndRdx(43) EndRdx(45)
35) --> Vengeance==> TH_Buf(35) DefBuf(36) Heal(36)
38) --> Trip Mine==> Dmg(38) Acc(39) KB_Dist(39) Dmg(40) Dmg(43)
41) --> Scorpion Shield==> DmgRes(41) DmgRes(42) DefBuf(42) DefBuf(42) EndRdx(43)
44) --> Acid Mortar==> Dmg(44) Acc(45) Rechg(45)
47) --> Poison Trap==> Hold(47) Hold(48) Slow(48)
49) --> Weave==> DefBuf(49) DefBuf(50) DefBuf(50) EndRdx(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Supremacy==> Empty(1)
02) --> Rest==> Heal(2)
---------------------------------------------
My Guide to the Hero-side Venomous badge
(622 Badges on my badge-guy)
number of lvl 50's: 24
number in the 40's: 3
[u]Galleryview[u]
Ah, forget my last post on the gunslingers using MM/thugs. With the announcement of a forthcoming pistol set for Corrupters (and possibly other ATs), we'll have more flexibility.
Also, the 3 pistol powers in the thug MM set are Lethal damage type, which is some of the highest resisted damage in later levels, so they would become more and more dependent on the /traps secondary.
My Guide to the Hero-side Venomous badge
(622 Badges on my badge-guy)
number of lvl 50's: 24
number in the 40's: 3
[u]Galleryview[u]
Concept: Speed, speed, and more speed with some goofy fun.
The goofy fun part is entirely optional but makes the whole thing pop. We all made blue midgets with names that are some variant of Steve- ie. Steverino, the Blue Steve, Stevette, etc. Additionally we have several corny Stevish keybinds.
The midget thing gives adds to the feeling of speed due to the faster animations.
The archetype: all kin/rad defenders
The tactics: run repel constantly. All take hasten and assault. Stack the kinetic buffs, siphon power, and assault as much as possible. We all move as a group so we skipped travel powers. Even when we're down to a trio we can get siphon power stacked up 10-12 times on average.
There is a skill to learning how to fire off a transfusion within range to get healed but out of range of repel.
Rad is a natural fit for the concept due to its quick recharging powers. With all the stacked speed buffs, neutrino bolt comes up as fast as you can click it.
Fun!
Concept: All traps, all the time.
ATs: Masterminds and Corruptors - any primary acceptable.
Server: TBD.
The tactics: depends on level.
Early: Web Grenade + Caltrops = slow, immobilized, damaged mobs - while MM pets and corrs blow them up.
By 10: Acid Mortar means lots of -res and -def.
By 16: status protection and +def out the wazoo. (more at 22 of course).
MMs take alpha strikes via Bodyguard, Corrs blow mobs up with AOEs and hard targets with single-target powers.
Requirements: Caltrops by 6, Acid Mortar at 10, travel at 14 (or at your discretion); Forcefield Generator at 16; either Stamina (corrs) or Tactics (MMs) by 22. That's about it, but ideally taking all of the Traps powers (Detonator/Time Bomb entirely optional) would be ideal.
Currently: 50s (5), 40s (3), 30s (5)
Red and blue side, mostly Infinity, Virtue, and Freedom.
I'm currently having a *blast* w/ my 30 ice/traps corr. It's definitely a "setup and pull" secondary, but still very fun. With MMs around, the pets would provide the necessary cover to "toe bomb" the enemies.
i know this is kind of resurrecting a near-dead thread, but i had an experience recently with a pickup team on infinity which was amazing.
first off, the team instigator was a bubbler who seems to have an affinity for kheldians, and he invited me on my 22 PB. it didn't take long to get a full team: 3 tri-form WS, 3 tri-form PB, 1 emp defender, and the aforementioned bubbler. we were all sk'd up a few levels, 24 or 25 i think.
i would have loved to do a TF with this team, but just doing missions was a blast. we did one banished pantheon sewer mish which ended in a huge room full of shamans, zombies, and several totems. there was no strategy for the khelds, we just used whichever form we felt worked best for the situation at hand. the bubbler kept us well protected and the emp kept us well green, and we tore up that room like an energy blender.
nothing is more satisfying than build up, nova scatter, nova detonation, drop to dwarf for an AoE, pull some aggro, tp away and nova some more cones and AoE attacks. that x 6 ppl. in a large, dense room, kheld novas can be devastating, and they debuff too.
it was the most fun i've had in-game in a while. an all-kheld, or mostly-kheld w/ FF and/or emp super team would be a blast. maybe call 'em the Squid Brigade?
It's hardly original, but on Tue nights (was Thu, we moved), I formed an 8-man (well, now 7, one person is multiboxing a bit of vengebait) of all fire/rad and ice/rad corruptors.
Using vengeance and 8x maneuvers, recall friend, team teleport, 7x leadership, 7-8x accel meta, we are legion. We're now L30, I believe we're still well under 30 hours playing just 2 hours each week. We've been able to crush +5 spawns (acquired by getting task forces earlier than their max level). This last week we were running Doc Buzzsaw's missions. One vengeance bait takes a dive, we pick up vengeance, and then team tp into the middle of a spawn, all with Choking Cloud running. Nothing can hit us, and we immediately drop ice storms, fireballs, rains of fires on our position. Everything dies. Running on invincible, we kill a full spawn in 6-10 seconds and move on.
None of us has Stamina or Hasten. In fact, I have all of about 8 enhancements slotted right now - 6 of which are in Accel Meta (3xrech, 3xEndRec). Yes, we crushed +5 spawns without enhancements slotted. Who needs them?
8x tactics = >80% tohit
8x maneuvers + 1-2x Radiation Infection = tohit floor
8x assault + 8x accel meta = over +300% damage
8x meta = +240% rech
Our name? Geiger Force.
It's a lot of fun, and our players range from horrifically veteran to absolute nooblet (my wife plays, and she's got all of about 10 levels under her belt before this).
As strong as this is, there's no doubt the Frads idea is even stronger, since you add massive control and imps to the mix as well.
My next run will be my own Frad team, or possibly something like 2x bot/FF MM, 2x elec brute, and 4x fire/kin or such. Tasty. Invincible, double-lightning rod for more or less every spawn. Elec/Elec or Elec/Stone would be good; since 4x speed boost+base+hasten+3rech will cap recharge on lightning rod even AFTER subtracting the penalty for granite.
[ QUOTE ]
i know this is kind of resurrecting a near-dead thread, but i had an experience recently with a pickup team on infinity which was amazing.
[/ QUOTE ]
Not quite near dead.
There's plenty of SuperTeaming going on these days. My stuff has been of the private small-team variety for the past year or so. But I'm getting pretty close over the next few weeks to doing a projects that will be a lot more public.
But in terms of the kheldians, did you happen to get in touch with the Kheldian SuperTeam guys over on Freedom? It has slowed in recent weeks, but they should still be around.
Hey Superteamers,
I'm trying to do a ressurection of the TankMages Superteam. Check out my thread, here, and let me know what you think. Am/was I missing any good information about the idea?
Thanks,
DtS
CoH 50s: Fire/Stone, MA/Regen, Fire/Storm, Stone/Fire, Fire/Rad, Rad/Rad, Kin/Sonic, Fire/Kin, Stone/SS, Stone/Stone, Kin/Rad, Spines/Dark, Inv/Axe
CoV 50s: Fire/Dark Corr
The Tank Mages were and still are fun group. PuG's that ended up filling spots for us were amazed.
Anyway, I've been thinking of a few other ST's that could work. Some of them border on Theme teams though:
1) Mostly Spines/Dark Armor scrappers with support defenders.
5 spine/dark scrappers
2 kinetic/dark defenders
1 sonics/* defender (optional... if no present, 6 spines/dark scraps)
Spines/dark scrappers have incredible damage output, but horrendous endurance usage. a few pro's and cons:
[u]Pros:[u]
lots of AoE damage output from the scrappers
excellent psionic defense
stacked oppressive gloom and stacked cloak of fear takes out minions and maybe lts
kin defs could take dark blast secondary for tohit debuff + cone immb, plus more disorient (dark pit)
kin defs could use IR + siphon speed + speed boost to allow entire team to skip travel powers
fulcrum shifting the scrappers AoE would be massive damage
dark can self heal (only if other enemies nearby)
stacked toxic dmg (rarely resisted), plus -recharge and slowing from spines
[u]Cons:[u]
both spines and dark armor are endurance management nightmares.
scrappers would be EXTREMELY dependent upon kin defs for endurance problems
if no kin defs online, scrappers may be reluctant to start teams until some do log in due to end problems and heals (until dark regeneration power)
even if taking stamina, would still need defs for end problems later, as stamina doesn't solve spine/darks problems with end usage
most would want to play scrappers and not be buffbots due to recent superteam events
dark armor does not provide knockback protection, so they would have to take acrobatics or expensive IOs.
only debuffing on AVs would be the -regen component of transfusion
kins would have to SB all once every 2 minutes
2) Spines/regen scrappers + sonic/dark defenders
6 spine/regen scrappers
2 sonic/dark defenders
[u]Pros:[u]
regen has better-than-stamina recovery by level 4, not nearly as many endurance issues, maybe no need for stamina (more power choices)
regen has incredibly fast health regeneration (obviously)... will take a mighty alpha strike to overwhelm before could heal
regen has built in kb protection, no need for acrobatics (more power choices)
regen has MoG (controversial), but can be a near invincible mode for 3 minutes
regen has many self heals, including artificial HP boost for taking alpha strikes
sonic defs add dmg resistance (the only real hole in regen), 3 at low levels or 2 at high levels will cap resistance
sonic have mez protection (not really needed by scraps after integration, but good for other defs), which has add res
sonic can debuff dmg resistance on bosses and AVs and Giant monsters with sonic siphon and disruption field
sonic can debuff defense with liquify
sonic secondary would be dark blast, same pros as above (tohit debuff, cone immob, dark pit disorient, etc)
if no defs on, spine/regen scrappers can continue fighting, although at a slower pace
stacked toxic dmg (rarely resisted), plus -recharge and slowing from spines
[u]Cons:[u]
quick recovery *might* not take care of all end problems, might need to get IO bonuses for recov or go conserve power epic
sonics will have to selectively run toggles until they get stamina (unless including rads or kins)
scrappers would have to run most leadership toggles by themselves until sonics get stamina
sonics would have to reapply shields once every 4 minutes
3) All fire/storm controllers
8 fire/storm controllers
[u]Pros:[u]
One AT, same primary and secondary powersets. No division of duties, no primary dmg dealers or support
fire cages have anti-knockback component, making storm a very viable set
steamy mist stacking: unslotted for resistance and 5 will cap res to fire/cold/energy
steamy mist stacking: fully slotted for defense, and 8 will have nearly 45% def to all (stacked with maneuvers=75%)
steamy mist stacking: 5 will effectively give group invis
freezing rain stacking: 3 will floor enemy defense
freezing rain stacking: 8 will almost floor enemy dmg resistance
freezing rain stacking: 8 freezing rains, combined with the debuffing, can cause a lot of AoE dmg
multiple flashfire disorients for openers, can stack with lightning clap
stacked hotfeet in melee range after disorient and fire cages
2 stacked snow storms can floor recharge and movement speed
24 imps on a full team after lvl 32
8 tornadoes (after locking down with fire cages), adds to imp damage and disorients any unlikely survivors
8 lightning storms for end drain, dmg, AVs, GMs, or personal bodyguards
bonfire could be viable if applied after fire cages, has 75% of hotfeet dmg, and that's before the massive dmg res debuff from freezing rain
no need for hurricane (with stacked steamy mist and maneuvers), more power choices
[u]Cons:[u]
bad endurance problems
would have to selectively run toggles before stamina
would have to probably take primal forces epic for conserve power or get lots of IOs with recovery bonuses
not as fast as frads
could cause some bad knockback if players forget to spam fire cages in fights and before using storm powers
(This one could be modified to allow kinetics or radiationists in to help with endurance issues, but then the team would lose some of the storm stacking advantages, and team coordination issues arise ... which is the problem with all multi-AT or multi-powerset teams)
4) All Plant dominators
8 plant/* dominators
[u]Pros:[u]
Plants get cone confuse power at lvl 8
plants get +regen power early (lvl 12) To help with healing
plants get pseudo pets with carrion creepers at lvl 26
plants get melee pet at 32
possibility of perma domination with IO recharge bonuses by late 30's
if taking psi secondary, end and heal buff with drain psyche, or good mini-nuke at lvl 38
if taking fire secondary, get a fire dmg multiplier, plus DoT
if taking ice secondary, slowing effects plus cold dmg (not as resisted)
if taking thorn secondary, -defense debuff and AoE
if taking energy secondary, powerboost increases confusion, hold, immob, etc
[u]Cons[u]
could have end problems while domination is down and before stamina
confuse powers might drain a small percentage of xp
tight builds, hard to fit in leadership toggles
spirit tree might be detrimental to some users' graphic performance
2 recent villain-side STs may have burned out ST regulars from another villain side team for now
My Guide to the Hero-side Venomous badge
(622 Badges on my badge-guy)
number of lvl 50's: 24
number in the 40's: 3
[u]Galleryview[u]
I would LOVE to have some sort of blue side, at this point i dont give a damn what it is, but id prefer a storm troller or a spines/ scrapper team, but thats jsut my 2 cents
I'm putting together a new SuperTeam based on mostly Tankers. See the thread HERE. Please read to the end if you're interested in trying it, as the team goes through some changes throughout the thread. Then answer the questions I've posted. The team consists of the following:
3 Ice/Fire Tankers
3 Stone/Fire Tankers
2 Kin/Sonic Defenders
Everyone takes Maneuvers by level 12. Stacked with the Defense oriented armors of the Tankers, they'll be effectively capped. That means they'll take very little damage. The Ice Tankers with Chilling Embrace will debuff mob Recharge to the floor, while slightly debuffing movement speed and damage. Stacked Mud Pots from the Stoners will immobilize everyone nearby. The Tankers all use Fiery Melee, and specialize in the AoEs. The Kins keep the END flowing, keep everyone moving fast, attacking fast, hitting REALLY hard, and increase damage even more by spamming attacks with Damage Resistance debuffs. Fulcrum Shift and Chilling Embrace combined will debuff mobs near the damage floor.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304